mirror of
https://github.com/antopilo/Nuake.git
synced 2026-02-25 14:32:55 +03:00
Gizmo api now working with a simple quad in the world
This commit is contained in:
114
Data/Shaders/Vulkan/copy.frag
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114
Data/Shaders/Vulkan/copy.frag
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@@ -0,0 +1,114 @@
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// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput {
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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struct PSOutput {
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float4 oColor0 : SV_TARGET;
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};
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struct CopyPushConstant
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{
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int SourceTextureID;
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int Source2TextureID;
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};
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[[vk::push_constant]]
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CopyPushConstant pushConstants;
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PSOutput main(PSInput input)
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{
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PSOutput output;
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int sourceTextureID = pushConstants.SourceTextureID;
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int source2TextureID = pushConstants.Source2TextureID;
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float2 uv = input.UV;
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float4 sampleValue = textures[sourceTextureID].Sample(mySampler, input.UV);
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float4 sampleValue2 = textures[source2TextureID].Sample(mySampler, input.UV);
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output.oColor0 = sampleValue + sampleValue2;
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return output;
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}
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108
Data/Shaders/Vulkan/copy.vert
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108
Data/Shaders/Vulkan/copy.vert
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@@ -0,0 +1,108 @@
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// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct CopyPushConstant
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{
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int SourceTextureID;
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int Source2TextureID;
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};
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[[vk::push_constant]]
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CopyPushConstant pushConstants;
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// Outputs
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struct VSOutput {
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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// Main vertex shader
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VSOutput main(uint vertexIndex : SV_VertexID)
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{
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VSOutput output;
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Vertex v = vertexBuffer[vertexIndex];
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output.UV = float2(v.uv_x, v.uv_y);
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output.Position = float4(v.position, 1.0f);
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return output;
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}
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@@ -89,73 +89,18 @@ struct PSOutput {
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float4 oColor0 : SV_TARGET;
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};
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struct OutlinePushConstant
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struct DebugConstant
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{
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float4 Color;
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float Thickness;
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int SourceTextureID;
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int EntityIDTextureID;
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int DepthTextureID;
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float SelectedEntity;
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float4x4 Transform;
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};
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[[vk::push_constant]]
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OutlinePushConstant pushConstants;
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DebugConstant pushConstants;
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PSOutput main(PSInput input)
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{
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PSOutput output;
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float4 outlineColor = pushConstants.Color;
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float target = pushConstants.SelectedEntity;
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float radius = pushConstants.Thickness;
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float2 uv = input.UV;
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int entityIDTextureID = pushConstants.EntityIDTextureID;
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float hasHit = 0.0f;
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float sampleValue = textures[entityIDTextureID].Sample(mySampler, uv).r;
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if(abs(sampleValue - target) < 0.0001)
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{
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output.oColor0 = outlineColor;
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output.oColor0.a = 1.0;
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return output;
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}
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float4 fragColor = float4(0, 0, 0, 0);
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const float TAU = 6.28318530;
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const float steps = 32.0;
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for(float i = 0.0f; i < TAU; i += TAU / steps)
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{
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float2 uvOffset = float2(sin(i), cos(i)) * radius;
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float2 sampleUV = uv + uvOffset;
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sampleUV.x = clamp(sampleUV.x, 0.0, 0.999);
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sampleUV.y = clamp(sampleUV.y, 0.0, 0.999);
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int sampleValue = (int)textures[entityIDTextureID].Sample(mySampler, sampleUV).r;
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if(sampleValue == target)
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{
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hasHit = 1.0f;
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}
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float alpha = smoothstep(0.5, 0.9, int(sampleValue != target) * hasHit * 10.0f);
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float4 outputColor = float4(
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lerp(fragColor.r, outlineColor.r, alpha),
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lerp(fragColor.g, outlineColor.g, alpha),
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lerp(fragColor.b, outlineColor.b, alpha),
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lerp(fragColor.a, outlineColor.a, alpha)
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);
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fragColor = outputColor;
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}
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if(fragColor.a > 0.1)
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{
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fragColor.a = 1.0f;
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}
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output.oColor0 = fragColor;
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output.oColor0 = float4(input.UV.x, input.UV.y, 0, 1);
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return output;
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}
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@@ -80,18 +80,13 @@ struct CameraView {
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct OutlinePushConstant
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struct DebugConstant
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{
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float4 Color;
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float Thickness;
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int SourceTextureID;
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int EntityIDTextureID;
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int DepthTextureID;
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float SelectedEntity;
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float4x4 Transform;
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};
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[[vk::push_constant]]
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OutlinePushConstant pushConstants;
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DebugConstant pushConstants;
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// Outputs
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struct VSOutput {
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@@ -106,7 +101,7 @@ VSOutput main(uint vertexIndex : SV_VertexID)
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Vertex v = vertexBuffer[vertexIndex];
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output.UV = float2(v.uv_x, v.uv_y);
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output.Position = float4(v.position, 1.0f);
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output.Position = mul(pushConstants.Transform, float4(v.position, 1.0f));
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return output;
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}
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@@ -7,9 +7,11 @@
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#include "Nuake/Rendering/Vulkan/VulkanRenderer.h"
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#include "Nuake/Rendering/Vulkan/SceneViewport.h"
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#include "Nuake/Rendering/Vulkan/DebugCmd.h"
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#include <glm/gtc/type_ptr.hpp>
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using namespace Nuake;
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ViewportWidget::ViewportWidget(EditorContext& context) : IEditorWidget(context)
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@@ -204,4 +206,17 @@ void ViewportWidget::OnSceneChanged(Ref<Nuake::Scene> scene)
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vkRenderer.RegisterSceneViewport(scene, viewport->GetID());
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sceneViewport = viewport;
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}
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sceneViewport->GetOnDebugDraw().AddRaw(this, &ViewportWidget::OnDebugDraw);
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}
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void ViewportWidget::OnDebugDraw(DebugCmd& debugCmd)
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{
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auto cam = debugCmd.GetScene()->GetCurrentCamera();
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auto view = cam->GetTransform();
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auto proj = cam->GetPerspective();
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Matrix4 model = glm::translate(Matrix4(1.0f), Vector3(0, 3, 0));
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debugCmd.DrawQuad(proj * view * model);
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}
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@@ -9,6 +9,7 @@ class EditorContext;
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namespace Nuake
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{
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class Viewport;
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class DebugCmd;
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}
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class ViewportWidget : public IEditorWidget
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@@ -30,4 +31,6 @@ public:
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void Update(float ts) override;
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void Draw() override;
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void OnSceneChanged(Ref<Nuake::Scene> scene) override;
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void OnDebugDraw(Nuake::DebugCmd& debugCmd);
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};
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10
Nuake/Source/Nuake/Rendering/Vulkan/Constant/DebugConstant.h
Normal file
10
Nuake/Source/Nuake/Rendering/Vulkan/Constant/DebugConstant.h
Normal file
@@ -0,0 +1,10 @@
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#pragma once
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#include "Nuake/Core/Maths.h"
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namespace Nuake
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{
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struct DebugConstant
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{
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Matrix4 Transform;
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};
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}
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@@ -1,11 +1,28 @@
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#include "DebugCmd.h"
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#include "VulkanRenderer.h"
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using namespace Nuake;
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DebugCmd::DebugCmd(Cmd& inCmd) :
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cmd(inCmd)
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Ref<Scene> DebugCmd::GetScene() const
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{
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return ctx.scene;
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}
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DebugCmd::DebugCmd(Cmd& inCmd, PassRenderContext& inCtx) :
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cmd(inCmd), ctx(inCtx), debugConstant({})
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{
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}
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void DebugCmd::DrawQuad(const Matrix4& transform)
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{
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debugConstant.Transform = transform;
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(DebugConstant), &debugConstant);
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auto& quadMesh = VkSceneRenderer::QuadMesh;
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cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 1);
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cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
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cmd.DrawIndexed(6);
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}
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void DebugCmd::DrawLine(const Vector3& start, const Vector3& end, const Color& color) const
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@@ -1,20 +1,30 @@
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#pragma once
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#include "Cmd.h"
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#include "Nuake/Rendering/Vulkan/Constant/DebugConstant.h"
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|
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namespace Nuake
|
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{
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||||
class Scene;
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class PassRenderContext;
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// This is the API to render anything debugging related
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// Like lines, shapes, gizmos, etc.
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class DebugCmd
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{
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private:
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Cmd& cmd;
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PassRenderContext& ctx;
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||||
DebugConstant debugConstant;
|
||||
|
||||
public:
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DebugCmd(Cmd& inCmd);
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DebugCmd(Cmd& inCmd, PassRenderContext& inCtx);
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~DebugCmd() = default;
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||||
|
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public:
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||||
Ref<Scene> GetScene() const;
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||||
|
||||
void DrawQuad(const Matrix4& transform);
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void DrawLine(const Vector3& start, const Vector3& end, const Color& color) const;
|
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void DrawSphere(const Vector2& position, float radius, const Color& color) const;
|
||||
void DrawCube(const Vector3& position, const Vector3& size, const Color& color) const;
|
||||
|
||||
@@ -225,6 +225,8 @@ void RenderPass::Build()
|
||||
|
||||
PipelineBuilder pipelineBuilder;
|
||||
pipelineBuilder.PipelineLayout = PipelineLayout;
|
||||
|
||||
assert(VertShader != nullptr && FragShader != nullptr && "No shader set for renderpass!");
|
||||
pipelineBuilder.SetShaders(VertShader->GetModule(), FragShader->GetModule());
|
||||
pipelineBuilder.SetInputTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
|
||||
pipelineBuilder.SetPolygonMode(VK_POLYGON_MODE_FILL);
|
||||
|
||||
@@ -112,6 +112,9 @@ SceneRenderPipeline::SceneRenderPipeline()
|
||||
GizmoOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
|
||||
GizmoOutput->SetDebugName("GizmoOutput");
|
||||
|
||||
GizmoCombineOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
|
||||
GizmoCombineOutput->SetDebugName("GizmoCombineOutput");
|
||||
|
||||
// Setup bloom targets
|
||||
BloomOutput = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
|
||||
BloomThreshold = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
|
||||
@@ -241,7 +244,7 @@ SceneRenderPipeline::SceneRenderPipeline()
|
||||
|
||||
auto& tonemapPass = GBufferPipeline.AddPass("Tonemap");
|
||||
tonemapPass.SetShaders(shaderMgr.GetShader("tonemap_vert"), shaderMgr.GetShader("tonemap_frag"));
|
||||
tonemapPass.SetPushConstant<TonemapConstant>(tonemapConstant);
|
||||
tonemapPass.SetPushConstant(tonemapConstant);
|
||||
tonemapPass.AddAttachment("TonemapOutput", TonemappedOutput->GetFormat());
|
||||
tonemapPass.SetDepthTest(false);
|
||||
tonemapPass.AddInput("ShadingOutput");
|
||||
@@ -279,6 +282,7 @@ SceneRenderPipeline::SceneRenderPipeline()
|
||||
|
||||
auto& gizmoPass = GBufferPipeline.AddPass("Gizmo");
|
||||
gizmoPass.SetShaders(shaderMgr.GetShader("gizmo_vert"), shaderMgr.GetShader("gizmo_frag"));
|
||||
gizmoPass.SetPushConstant(debugConstant);
|
||||
gizmoPass.AddAttachment("GizmoOutput", GizmoOutput->GetFormat());
|
||||
gizmoPass.AddInput("Depth");
|
||||
gizmoPass.SetPreRender([&](PassRenderContext& ctx) {
|
||||
@@ -297,10 +301,44 @@ SceneRenderPipeline::SceneRenderPipeline()
|
||||
gizmoPass.SetRender([&](PassRenderContext& ctx)
|
||||
{
|
||||
auto& cmd = ctx.commandBuffer;
|
||||
DebugCmd debugCmd = DebugCmd(cmd);
|
||||
DebugCmd debugCmd = DebugCmd(cmd, ctx);
|
||||
OnDebugDraw().Broadcast(debugCmd);
|
||||
});
|
||||
|
||||
auto& gizmoCombinePass = GBufferPipeline.AddPass("GizmoCombine");
|
||||
gizmoCombinePass.SetPushConstant(copyConstant);
|
||||
gizmoCombinePass.SetShaders(shaderMgr.GetShader("copy_vert"), shaderMgr.GetShader("copy_frag"));
|
||||
gizmoCombinePass.AddAttachment("GizmoCombineOutput", GizmoCombineOutput->GetFormat());
|
||||
gizmoCombinePass.AddInput("GizmoCombineOutput");
|
||||
gizmoCombinePass.SetPreRender([&](PassRenderContext& ctx)
|
||||
{
|
||||
Cmd& cmd = ctx.commandBuffer;
|
||||
auto& layout = ctx.renderPass->PipelineLayout;
|
||||
auto& res = GPUResources::Get();
|
||||
|
||||
// Bindless
|
||||
cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
|
||||
cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
|
||||
cmd.BindDescriptorSet(layout, res.MaterialDescriptor, 3);
|
||||
cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
|
||||
cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
|
||||
cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
|
||||
});
|
||||
gizmoCombinePass.SetRender([&](PassRenderContext& ctx)
|
||||
{
|
||||
auto& cmd = ctx.commandBuffer;
|
||||
|
||||
copyConstant.SourceTextureID = GPUResources::Get().GetBindlessTextureID(GizmoOutput->GetID());
|
||||
copyConstant.Source2TextureID = GPUResources::Get().GetBindlessTextureID(TonemappedOutput->GetID());
|
||||
cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(copyConstant), ©Constant);
|
||||
|
||||
// Draw full screen quad
|
||||
auto& quadMesh = VkSceneRenderer::QuadMesh;
|
||||
cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 1);
|
||||
cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
|
||||
cmd.DrawIndexed(6);
|
||||
});
|
||||
|
||||
auto& outlinePass = GBufferPipeline.AddPass("Outline");
|
||||
outlinePass.SetShaders(shaderMgr.GetShader("outline_vert"), shaderMgr.GetShader("outline_frag"));
|
||||
outlinePass.SetPushConstant<OutlineConstant>(outlineConstant);
|
||||
@@ -360,6 +398,9 @@ void SceneRenderPipeline::Render(PassRenderContext& ctx)
|
||||
ShadingOutput = ResizeImage(ctx, ShadingOutput, ctx.resolution);
|
||||
TonemappedOutput = ResizeImage(ctx, TonemappedOutput, ctx.resolution);
|
||||
|
||||
GizmoOutput = ResizeImage(ctx, GizmoOutput, ctx.resolution);
|
||||
GizmoCombineOutput = ResizeImage(ctx, GizmoCombineOutput, ctx.resolution);
|
||||
|
||||
OutlineOutput = ResizeImage(ctx, OutlineOutput, ctx.resolution);
|
||||
|
||||
Color clearColor = ctx.scene->GetEnvironment()->AmbientColor;
|
||||
@@ -370,15 +411,12 @@ void SceneRenderPipeline::Render(PassRenderContext& ctx)
|
||||
{ GBufferAlbedo, GBufferDepth, GBufferNormal, GBufferMaterial, GBufferEntityID }, // GBuffer
|
||||
{ ShadingOutput }, // Shading
|
||||
{ TonemappedOutput }, // Tonemap
|
||||
{ OutlineOutput },
|
||||
{ GizmoOutput },
|
||||
{ GizmoCombineOutput },
|
||||
{ OutlineOutput }
|
||||
};
|
||||
|
||||
GBufferPipeline.Execute(ctx, pipelineInputs);
|
||||
|
||||
// Debug drawing
|
||||
DebugCmd debugCmd = DebugCmd(ctx.commandBuffer);
|
||||
OnDebugDraw().Broadcast(debugCmd);
|
||||
}
|
||||
|
||||
Ref<VulkanImage> SceneRenderPipeline::ResizeImage(PassRenderContext& ctx, Ref<VulkanImage> image, const Vector2& size)
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#include "Nuake/Core/Core.h"
|
||||
#include "Nuake/Resource/UUID.h"
|
||||
|
||||
#include "Nuake/Rendering/Vulkan/Constant/DebugConstant.h"
|
||||
#include "Nuake/Rendering/Vulkan/Pipeline/RenderPipeline.h"
|
||||
#include "Nuake/Rendering/Vulkan/VkResources.h"
|
||||
|
||||
@@ -50,6 +51,12 @@ namespace Nuake
|
||||
int SourceTextureID;
|
||||
};
|
||||
|
||||
struct CopyConstant
|
||||
{
|
||||
int SourceTextureID;
|
||||
int Source2TextureID;
|
||||
};
|
||||
|
||||
struct OutlineConstant
|
||||
{
|
||||
Vector4 Color;
|
||||
@@ -91,6 +98,7 @@ namespace Nuake
|
||||
Ref<VulkanImage> ShadingOutput;
|
||||
|
||||
Ref<VulkanImage> GizmoOutput;
|
||||
Ref<VulkanImage> GizmoCombineOutput;
|
||||
|
||||
Ref<VulkanImage> TonemappedOutput;
|
||||
|
||||
@@ -110,6 +118,8 @@ namespace Nuake
|
||||
GBufferConstant gbufferConstant;
|
||||
ShadingConstant shadingConstant;
|
||||
TonemapConstant tonemapConstant;
|
||||
DebugConstant debugConstant;
|
||||
CopyConstant copyConstant;
|
||||
OutlineConstant outlineConstant;
|
||||
BloomConstant bloomConstant;
|
||||
|
||||
@@ -124,7 +134,7 @@ namespace Nuake
|
||||
|
||||
void SetCamera(UUID camera);
|
||||
void Render(PassRenderContext& ctx);
|
||||
Ref<VulkanImage> GetOutput() { return TonemappedOutput; }
|
||||
Ref<VulkanImage> GetOutput() { return GizmoCombineOutput; }
|
||||
|
||||
MulticastDelegate<DebugCmd&>& OnDebugDraw() { return DebugDrawDelegate; }
|
||||
|
||||
|
||||
@@ -25,7 +25,6 @@ using namespace Nuake;
|
||||
Ref<VkMesh> VkSceneRenderer::QuadMesh;
|
||||
|
||||
void VkSceneRenderer::Init()
|
||||
|
||||
{
|
||||
LoadShaders();
|
||||
|
||||
@@ -67,6 +66,8 @@ void VkSceneRenderer::LoadShaders()
|
||||
shaderMgr.AddShader("outline_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/outline.vert"));
|
||||
shaderMgr.AddShader("gizmo_frag", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/gizmo.frag"));
|
||||
shaderMgr.AddShader("gizmo_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/gizmo.vert"));
|
||||
shaderMgr.AddShader("copy_frag", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/copy.frag"));
|
||||
shaderMgr.AddShader("copy_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/copy.vert"));
|
||||
}
|
||||
|
||||
void VkSceneRenderer::PrepareScenes(const std::vector<Ref<Scene>>& scenes, RenderContext inContext)
|
||||
|
||||
Reference in New Issue
Block a user